It's also entirely possible they offer partial solutions to some problems, no solution to other problems, and still produce am experience worth paying money for.
That's a natural argument extrapolating from the phone, electronics and laptop market.
I think it is wrong in this case, however. As I understand it, the problem is "half-working" in the case of VR/AR/etc isn't something like less convenient that early adopters can simply put up with. Half-working VR has ability to sicken a person and injure the vision system.
That is a pretty bad article about VR that might have been excusable in 2013 but is not on firm ground in 2017 much less 2018.
Broadly, almost everything in it has been either not born out (vision concerns) or less of a problem then first assumed (motion sickness) once the limitations of different users were understood.
Many people using VR find that the vestibular concerns are not an issue over time as long as the framerate of the system is high enough (90fps+). People actually do get their "sea legs" over time and many (largely gamers so far) ask for locomotion systems that were considered terrible ideas even 2 years ago.